[DGD] Gurbalib weapon class and general power tuning

Bart bart at wotf.org
Wed Feb 27 01:44:59 CET 2019


That can most certainly be interesting. Extend this to an entire area, 
ie make the strength of some defensive 'force' of NPCs depend on the 
threat, makes lots of sense to me.

Bart
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On 2019-02-27 00:25, Raymond Jennings wrote:
> On Tue, Feb 26, 2019 at 6:12 AM nikoroleva 
> <natasha.i.koroleva at gmail.com>
> wrote:
> 
>> Gurbalib weapons have a weapon class property, but I don't see it used
>> anywhere. I recently ported most of the public domain version of
>> Angmar's lpmud castle to gurbalib. The castle includes a smith who
>> evaluates weapons based on their weapon class, and I kept the code but
>> it's pointless since the basis of offence is weapon skill. So, I think
>> the smith should be updated to evaluate the character's skill against
>> the weapon presented for evaluation or the weapon's min/max damage
>> properties; I keep going back and forth on it.
>> 
>> I also completed the Noki Cliffs area. I did a couple of walkthroughs
>> in both areas and the power tuning seems ok (although I think I died
>> too much :)). When I have the time I might do some more but just
>> wondering if anybody has experience/thoughts about the topic of making
>> monsters appropriate to character power.
>> 
> 
> It may depend on the particular mudlib but I just had the idea of 
> having
> the monster's power level itself dynamically determined at runtime 
> based on
> the character power.
> 
> If the character's own level is factored into a formula that determines 
> the
> monster's own level at the time of the encounter it could be 
> interesting.
> 
> 
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